The MOD/MAP Idea thread

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Anakin
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Re: The MOD/MAP Idea thread

Post by Anakin »

Wow that map has such a big potential. Please let me know if i can help you with any things.

Just one thing. I saw your custom unit. Please read the thread what donyounlike/dislike about maps. Someone said custom units on new maps. And i can only agree. A great map takes place on a new location, has a high graphical looking and is not too big for me. But the most important thing for me is no custom units that replace the stock units.
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Re: The MOD/MAP Idea thread

Post by Marth8880 »

thelegend wrote:How can I change the material's color? And..what is a "material"? :cpu:
Uhh, viewtopic.php?p=445369#p445369 , specifically https://www.youtube.com/watch?v=OCSb3bR_7X4 as well as

Does the name "Phong" ring a bell?

Materials are what control how a model is shaded. You can connect a diffuse texture, and a normal/bump map texture; you can control the specular color and how big its "shine" or "spot" is with "specular decay"; you can set and apply various edit/shader flags with ANDE's ZE Tools; and you can change the ambient color of the material.

Here's an example of the material properties window for one of my weapons in MEU.
Hidden/Spoiler:
Image
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Re: The MOD/MAP Idea thread

Post by thelegend »

Anakin wrote:Wow that map has such a big potential. Please let me know if i can help you with any things.

Just one thing. I saw your custom unit. Please read the thread what donyounlike/dislike about maps. Someone said custom units on new maps. And i can only agree. A great map takes place on a new location, has a high graphical looking and is not too big for me. But the most important thing for me is no custom units that replace the stock units.
Thank you. But the units you can see on the pictures are just from my side mod. At the moment they are still stock. The most simply thing might be to create two mission.lvl. The one that reads my new units (1st .lvl) and the one file (the player needs to replace) which only reads stock (e.g. stock vehicles, weapons, units. Only new units, non stock, would have been added. But they still would be stock).
Marth8880 wrote:
thelegend wrote:
Marth8880 wrote:How can I change the material's color? And..what is a "material"? :cpu:
Uhh, viewtopic.php?p=445369#p445369 , specifically https://www.youtube.com/watch?v=OCSb3bR_7X4 as well as

Does the name "Phong" ring a bell?

Materials are what control how a model is shaded. You can connect a diffuse texture, and a normal/bump map texture; you can control the specular color and how big its "shine" or "spot" is with "specular decay"; you can set and apply various edit/shader flags with ANDE's ZE Tools; and you can change the ambient color of the material.

Here's an example of the material properties window for one of my weapons in MEU.
Hidden/Spoiler:
Image
Thank you very much :D
I am going to take a look at these tutorials.
Just by the way do you have any suggestions for a good Coruscant Map. At the moment there is a military base (+interoir), the Senate Building (+interoir), the Chancellor Building (+interoir), a disco-bar and some non-enterably buildings. All are connected by bridges. There's a big main bridge that connects the Senate and the Chancellor building. This map is going to be a Sky to Ground Map without terrain.
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Re: The MOD/MAP Idea thread

Post by Noobasaurus »

Coruscant: Metropolis
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Re: The MOD/MAP Idea thread

Post by commanderawesome »

I thought the chancellor's office was in the same building as the senate.
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Re: The MOD/MAP Idea thread

Post by jedimoose32 »

Nope, it's in the Republic Executive Building (the wide, flat dome). He has a weird kind of reception area below the senate chamber but that is shown in the screenshots as well and is distinct from his actual office.
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Re: The MOD/MAP Idea thread

Post by AnthonyBF2 »

Hidden/Spoiler:
[quote="razac920"]My next modding goal is to make a massive vehicles-only space-to-ground team deathmatch battle. Here's a tentative possible list of vehicles I plan to use for clone wars:
Republic land:
1. rep_hover_barcspeeder (stock)
2. rep_hover_fightertank (stock)
3. rep_walk_atte (stock)
4. rep_walk_oneman_atst (stock)
5. rep_hover_swampspeeder (Conversion pack sides)
6. rep_walk_atxt (Conversion pack sides)
7. "Republic Light Attack Speeder" (Psych0fred)
8. "SPHAT" (Psych0fred)
9. "UTAT" (PR-0927/Majin Revan)
10. "ATOT" (ForceMaster)
11. "ATAP" (FragMe!)
12. "ATPT" (FragMe!)
13. rep_hover_nubianspeeder (Conversion pack sides)

Republic space:
1. rep_fly_anakinstarfighter (stock)
2. rep_fly_arc_gunship (Conversion pack sides)
3. rep_fly_arc170fighter (stock)
4. rep_fly_gunship (stock)
5. rep_fly_jedifighter
6. rep_fly_vwing (stock)
7. rep_fly_v19 (Conversion pack sides)
8. "z95 Headhunter" (Anakin)
9. rep_fly_naboo_fighter (Conversion pack sides)

CIS land:
1. cis_hover_stap (stock)
2. cis_hover_aat (stock)
3. cis_tread_hailfire (stock)
4. cis_tread_snailtank (stock)
5. cis_walk_spider (stock)
6. cis_hover_gat (Conversion pack sides)
7. cis_hover_mtt (Conversion pack sides)
8. cis_walk_dwarfspider (Conversion pack sides)
9. cis_hover_hag (Conversion pack sides)
10. cis_hover_sith_speeder (Conversion pack sides)
11. cis_hover_cydon (Conversion pack sides)
12. "TCW Tridroid" (ForceMaster)
13. cis_hover_aatx (Conversion pack sides)

CIS space:
1. cis_fly_droidfighter (stock)
2. cis_fly_droidgunship (stock)
3. cis_fly_fanblade (Conversion pack sides)
4. cis_fly_geofighter (Conversion pack sides)
5. cis_fly_greviousfighter (stock)
6. cis_fly_maf (Conversion pack sides)
7. cis_fly_scarab (Conversion pack sides)
8. cis_fly_tridroidfighter (stock)
9. "Hyenda Droid Bomber" (kinetosimpetus)

It's a mixture of stock and custom (mostly pulled from the vehicles side from the conversion pack). My question to people is: what vehicles would you like to see? Am I missing some other good custom vehicles? I think with clever scripting I can have up to 10 space vehicles and up to 10 ground vehicles per team, so I need to trim some vehicles out (I actually haven't tested to see if they all work though). Also, would it be nice for it to be space-to-ground? Or would people prefer an purely land vehicle battle?[/quote]
This might be a bit farfetched but how about vehicle characters? Instead of being a character and getting in tanks. Like that Hawken game... :mrgreen:
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Re: The MOD/MAP Idea thread

Post by razac920 »

Well I'm not familiar with that game, but do you mean vehicles that act and behave as humans ("mechs"?). I wouldn't know how to make one, so unless there are already existing released assets like that, no, sorry.
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Re: The MOD/MAP Idea thread

Post by AnthonyBF2 »

razac920 wrote:Well I'm not familiar with that game, but do you mean vehicles that act and behave as humans ("mechs"?). I wouldn't know how to make one, so unless there are already existing released assets like that, no, sorry.
Yes I meant that, like mechs but its a long dream :P
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Re: The MOD/MAP Idea thread

Post by razac920 »

I mean, you could have just ATRTs vs ATRTs if you wanted, but I'd rather have more variety with vehicles.
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Re: All-Purpose Request Thread (Mk. IV)

Post by Darth_Squoobus »

Are "Hero" vehicles possible at all? Meaning vehicles that only spawn when you amass enough points or that you can only use as a hero?
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Re: All-Purpose Request Thread (Mk. IV)

Post by razac920 »

Yes, with LUA scripting that is possible.
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Re: The MOD/MAP Idea thread

Post by hunpeter12 »

Hey everyone! I've been having this idea for long now: I'd like to create a campaign mission map based on (or more like: inspired by) the horror/action game Alien: Isolation.
The map would be set on a dead space station like the Alien game, with dead bodies, darkness, flickering lights and murderous security droids. MP only: one player is the monster (reskinned wampa?), the other is a survivor, who has to make it to a shuttle and leave the station. During her struggle she can hinder the monster in a lot of ways (with traps, blocking certain ways), but cannot kill it. The creature will of course have to kill the survivor. Apart from the security droids, the survivor will have other obstacles in her way, so she will have to repair/destroy things, and maybe hack some systems. I also think there should be a timer - self-destruct countdown? - which if elapses the monster automatically wins.
I'm not really good at scripting, so I will need some help with that (if I am ever to actually start this project *cough cough), maybe also with lighting setup later. PM me if you're interested and I'll add you to the list of people to notify when and if I start the map.

Have a nice day,
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Re: The MOD/MAP Idea thread

Post by Iamstuoid »

Several people requested a conversion of both Serja's Nar Shaddaa and Otah Gunga, however I attempted doing both... And failed, if somebody could ever do this, I would hail them as the ultimate mapper for swbf2 :bowdown: , The problems I've encountered are just after adding command posts and models (Plus COLLISION models) it won't munge it will crash halfway thru, the assets for both maps have been posted here: http://www.swbfgamers.com/index.php?act ... ads;cat=30 Good Luck, and may the force be with you! :thumbs: (Sereja has approved of conversions in several posts on the filefront when people ask about conversions, he himself wont do it as he doesn't own a copy of bf2.)
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Re: The MOD/MAP Idea thread

Post by JimmyAngler »

Might be a cool idea to make an Airsoft/paintball sort of map.
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Re: The MOD/MAP Idea thread

Post by AnthonyBF2 »

This is something I have brainstormed for a few days;

I am not sure what to call it, maybe musical asteroids?

It would be played in a space environment, with misc. asteroids, platforms, floating structures and other such things.

Star fighters are a plus and a key in the game play and a ship should be easily accessible at all times.
The game has a set of regions, or capture zones defined, the game randomly picks a region, marks it, and the players goal is to capture it. The players can only capture while in the ships. And you must fend off other ships. When a region is captured the player gets points, and another region/base is picked randomly.

A winner could be declared in many ways, a timer, most points, most kills, etc.

This would be a multiplayer focused mod since we all know bots can't do anything in ships without kissing the side of a wall.
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Re: The MOD/MAP Idea thread

Post by Rends »

thelegend wrote:Aye,
that possibly might help.

I hope this is the right topic to post some screenshots of a map I am working on. I know I could start a new one, but I never know when exactly I can keep it updated and I am not even ready to start a new "Map in progress" topic. But I think these will be the last pictures before I am going to start a new topic.
Anyway these are some new screenshots of my upcoming Coruscant Map. As you can see I got all buildings finished you can reach by a ground vehicle. Skyscapers and other stuff will be introduced sooner. I have also cut out Rend's Palpetine Office Mesh and only retextured the outer wall. But I still wait for his permission I have asked a couple of weeks ago.
If anyone here knows that Rends didn't mind if other people edit the .msh files of his objects then I were very grateful if you tell me that.
Hidden/Spoiler:
Image
Hi,
Well i can't remember that you tried to contact me but anyway go on and modify the stuff you want.
Have fun :-)
Rends
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Re: The MOD/MAP Idea thread

Post by thelegend »

Wow thank you so much for your permission :D
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Re: The MOD/MAP Idea thread

Post by BF2-Master »

I've been toying around with trying to make a 'Bounty Hunter Mode' but I've had trouble figuring out exactly how to make it what I want it to be. I'm imagining something kind of like VIP mode in The Dark Times, where one side is, say, Stormtroopers and Bounty Hunters (Boba, IG-88, Bossk, Dengar, Greedo, etc.) while the other side is Rebels trying to protect, for instance, a beefed-up (for balance and challenge) Han Solo. I'm still figuring out exactly how I'd want to do it and I'd need to do more research into LUA's, but I made an experimental proof-of-concept yesterday and had some fun with it. I have some other personal projects I'm focused on so for now it's going to mostly gather dust, but I think it has potential. Hope it sounds as interesting as it is in my head.
Just one thing. I saw your custom unit. Please read the thread what donyounlike/dislike about maps. Someone said custom units on new maps. And i can only agree. A great map takes place on a new location, has a high graphical looking and is not too big for me. But the most important thing for me is no custom units that replace the stock units.
What if they're not replacing stock units?
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Re: The MOD/MAP Idea thread

Post by MileHighGuy »

BF2-Master wrote:I've been toying around with trying to make a 'Bounty Hunter Mode' but I've had trouble figuring out exactly how to make it what I want it to be. I'm imagining something kind of like VIP mode in The Dark Times, where one side is, say, Stormtroopers and Bounty Hunters (Boba, IG-88, Bossk, Dengar, Greedo, etc.) while the other side is Rebels trying to protect, for instance, a beefed-up (for balance and challenge) Han Solo. I'm still figuring out exactly how I'd want to do it and I'd need to do more research into LUA's, but I made an experimental proof-of-concept yesterday and had some fun with it. I have some other personal projects I'm focused on so for now it's going to mostly gather dust, but I think it has potential. Hope it sounds as interesting as it is in my head.
Just one thing. I saw your custom unit. Please read the thread what donyounlike/dislike about maps. Someone said custom units on new maps. And i can only agree. A great map takes place on a new location, has a high graphical looking and is not too big for me. But the most important thing for me is no custom units that replace the stock units.
What if they're not replacing stock units?
I think Noobasaurus made an assassin mode already, not sure if released or not
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